D_GARG Posted March 25, 2010 hi, i've been trying to make my own items, monsters, with decorate first off, i cant puzzle togheter how to write the code/scrtipt for a item, that appears in some category in doombuilder 1. so i thought: "maybe doomworld can give me a complete, simple code for a thing." so just give notice/hints and show me a simple and complete script/code for an object/monster/thing. please not too advanced, the zdoom wiki makes me confused. PS. i use XWE, is that a good decorate editor? 0 Share this post Link to post
Gez Posted March 25, 2010 D_GARG said:first off, i cant puzzle togheter how to write the code/scrtipt for a item, that appears in some category in doombuilder 1. This is not part of any DECORATE standard, but if an actor has a doomednum and has a line with //$Category Blah in it, it'll be added to a Blah category. D_GARG said:please not too advanced, the zdoom wiki makes me confused. You are easily confused then. Start with these two, they are the simplest types of things. http://zdoom.org/wiki/Creating_non-interactive_decorations http://zdoom.org/wiki/Creating_decorations_that_can_be_(de)activated D_GARG said:PS. i use XWE, is that a good decorate editor? No. 0 Share this post Link to post
Kappes Buur Posted March 26, 2010 Since DECORATE is just a text file, you could use a text editor such as: Programmer's Notepad Notepad++ To familiarize yourself with the inner workings of DECORATE, there is nothing as informative as a working example. And there are a boatful of them at Beastiary 0 Share this post Link to post
D_GARG Posted October 10, 2010 I have been roaring over this error for days ... its from GZDoom .... Script error, "The Realms Of Hate.wad:DECORATE" line 1: DoomEdNum must be in the range [-1,32767] I dont get shit, plz give me clue 0 Share this post Link to post
D_GARG Posted October 10, 2010 4mer said:Post your DECORATE script. here comes the fuckload of script ACTOR Diabloist : Archvile 15001 { Obituary "%o got was set ablaze by a Diabloist." Health 1399 Radius 20 Height 56 Mass 500 Speed 15 PainChance 10 BloodColor "08 08 08" MONSTER +FIRERESIST +FLOORCLIP +NOTARGET +NORADIUSDMG +MISSILEMORE +BOSS +DONTHURTSPECIES SeeSound "monster/diasit" PainSound "monster/diapai" DeathSound "monster/diadth" ActiveSound "monster/diaact" States { Spawn: DIAB AB 10 A_Look Loop See: DIAB AABBCCDDEEFF 2 A_Chase Loop Missile: DIAB G 0 BRIGHT A_Jump (128,21) DIAB G 0 BRIGHT A_FaceTarget DIAB G 3 Bright A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB I 3 A_CustomMissile ("DFire",32,0,0) DIAB H 3 BRIGHT A_FaceTarget DIAB G 3 Bright A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB I 3 BRIGHT A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB G 3 Bright A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB I 3 BRIGHT A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB G 3 Bright A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB I 3 BRIGHT A_FaceTarget DIAB G 3 Bright A_FaceTarget DIAB H 3 BRIGHT A_FaceTarget DIAB I 3 BRIGHT A_FaceTarget DIAB G 0 BRIGHT A_Jump (128,31) Goto See DIAB N 5 BRIGHT A_FaceTarget DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB P 0 BRIGHT A_FaceTarget DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB N 0 BRIGHT A_FaceTarget DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB O 0 BRIGHT A_FaceTarget DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB P 0 BRIGHT A_FaceTarget DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB N 0 BRIGHT A_FaceTarget DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB O 0 BRIGHT A_FaceTarget DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB P 0 BRIGHT A_FaceTarget DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB N 0 BRIGHT A_FaceTarget DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB O 0 BRIGHT A_FaceTarget DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB P 0 BRIGHT A_FaceTarget DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB N 0 BRIGHT A_FaceTarget DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4)) DIAB O 0 BRIGHT A_FaceTarget DIAB P 5 BRIGHT DIAB P 0 BRIGHT A_Jump (64,3) DIAB P 0 BRIGHT A_Jump (128,14) Goto See DIAB GHIJKLM 5 BRIGHT A_FaceTarget DIAB N 5 BRIGHT A_FaceTarget DIAB O 1 BRIGHT A_Playsound ("weapons/firbfi") DIAB O 4 BRIGHT A_CustomMissile ("DMissile",32,0,0) DIAB P 5 BRIGHT DIAB P 0 BRIGHT A_Jump (128,1) Goto See DIAB [ 8 BRIGHT A_FaceTarget DIAB \ 8 BRIGHT A_FaceTarget DIAB ] 0 BRIGHT A_CustomMissile ("DTracer",0,-40,0) DIAB ] 8 BRIGHT A_CustomMissile ("DTracer",0,40,0) Goto See Pain: DIAB Q 5 DIAB Q 5 A_Pain Goto See Death: DIAB Q 7 DIAB R 7 A_Scream DIAB S 7 A_NoBlocking DIAB TUVW 7 DIAB XY 5 DIAB Z -1 Stop } } Actor DFire { Obituary "%o got was set ablaze by a Diabloist." Radius 0 Height 1 Speed 0 RENDERSTYLE ADD DamageType fire ALPHA 1.00 +NOGRAVITY +SEEKERMISSILE +NOTARGET +NODAMAGETHRUST States { Spawn: HLFR A 2 Bright A_StartFire NULL A 0 Bright A_Explode(4,32) HLFR B 2 Bright A_Fire NULL A 0 Bright A_Explode(4,32) HLFR A 2 Bright A_Fire NULL A 0 Bright A_Explode(4,32) HLFR B 2 Bright A_Fire NULL A 0 Bright A_Explode(4,32) HLFR C 2 Bright A_FireCrackle NULL A 0 Bright A_Explode(4,32) HLFR B 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR C 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR B 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR C 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR D 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR C 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR D 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR C 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR D 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR E 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR D 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR E 2 Bright A_Fire NULL A 0 Bright A_Explode(5,32) HLFR D 2 Bright A_Fire NULL A 0 Bright A_Explode(4,32) HLFR E 2 Bright A_FireCrackle NULL A 0 Bright A_Explode(4,32) HLFR F 2 Bright A_Fire NULL A 0 Bright A_Explode(3,32) HLFR E 2 Bright A_Fire NULL A 0 Bright A_Explode(3,32) HLFR F 2 Bright A_Fire NULL A 0 Bright A_Explode(3,32) HLFR E 2 Bright A_Fire NULL A 0 Bright A_Explode(2,32) HLFR F 2 Bright A_Fire NULL A 0 Bright A_Explode(2,32) HLFR G 2 Bright A_Fire NULL A 0 Bright A_Explode(2,32) HLFR H 2 Bright A_Fire NULL A 0 Bright A_Explode(1,32) HLFR G 2 Bright A_Fire NULL A 0 Bright A_Explode(1,32) HLFR H 2 Bright A_Fire NULL A 0 Bright A_Explode(1,32) HLFR G 2 Bright A_Fire NULL A 0 Bright A_Explode(1,32) HLFR H 2 Bright A_Fire stop } } ACTOR DFlare { Radius 5 Height 5 Speed 25 Damage 4 SpawnID 252 RENDERSTYLE ADD DamageType fire ALPHA 0.85 PROJECTILE +THRUGHOST Obituary "%o got was set ablaze by a Diabloist." Seesound "weapons/firmfi" DeathSound "weapons/firex4" States { Spawn: VBAL AB 3 Bright A_CustomMissile("MFlareFX",0,0,0,0) loop Death: CBAL CDEFG 3 Bright stop } } ACTOR DMissile : CFlameMissile { +THRUGHOST } ACTOR DTracer { Radius 5 Height 5 Speed 15 ReactionTime 175 Damage 10 ExplosionDamage 64 ExplosionRadius 64 DamageType fire RenderStyle ADD Alpha 0.67 PROJECTILE +SEEKERMISSILE +FLOORHUGGER +THRUGHOST -NOGRAVITY Obituary "%o got was set ablaze by a Diabloist." Seesound "weapons/diasht" DeathSound "weapons/firex3" States { Spawn: NULL A 1 Bright A_SeekerMissile (10,15) NULL A 0 Bright A_Countdown NULL A 0 Bright A_CustomMissile("DTracerPuff",0,0,0,0) loop Death: FTRA K 4 Bright FTRA L 4 Bright A_Explode FTRA MNO 3 Bright stop } } ACTOR MFlareFX { Radius 0 Height 1 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.67 States { Spawn: FDFX ABCDEF 4 Bright Stop } } ACTOR DTracerPuff { Radius 1 Height 1 Speed 0 RENDERSTYLE ADD DamageType fire ALPHA 0.67 PROJECTILE +FLOORHUGGER -NOGRAVITY States { Spawn: FTRA ABCDEFGHIJ 3 Bright A_Explode(4,8) stop } } ACTOR DMissileTrail : CFlameFloor { +THRUGHOST } ACTOR DMissileCircle : CircleFlame { +THRUGHOST } actor ChaingunGuy2 15002 { obituary "%o was ripped to bloody ribbons by a double-chaingunner." health 150 radius 20 height 56 mass 100 speed 8 painchance 150 seesound "chainguy/sight" attacksound "chainguy/attack" painsound "chainguy/pain" deathsound "chainguy/death" activesound "chainguy/active" dropitem "Chaingun" 256 MONSTER +FLOORCLIP states { Spawn: DPOS AB 10 A_Look loop See: DPOS AABBCCDD 3 A_Chase loop Missile: DPOS E 10 A_FaceTarget DPOS F 0 bright A_CPosAttack DPOS F 4 bright A_CPosAttack DPOS E 0 bright A_CPosAttack DPOS E 4 bright A_CPosAttack DPOS F 1 A_CPosRefire goto Missile+1 Pain: DPOS G 3 DPOS G 3 A_Pain goto See Death: DPOS H 5 DPOS I 5 A_Scream DPOS J 5 A_NoBlocking DPOS KLM 5 DPOS N -1 stop XDeath: DPOS O 5 DPOS P 5 A_XScream DPOS Q 5 A_NoBlocking DPOS RS 5 DPOS T -1 stop Raise: DPOS NMLKJIH 5 goto See } } ACTOR LordofHeresy 15003 { Health 1250 Radius 20 Height 56 Speed 13 PainChance 50 BloodColor "7D 9D 59" Mass 1000 MONSTER +FLOORCLIP Obituary "%o was annihilated by the heresy lord." SeeSound "LordOfHeresy/sight" PainSound "demon/pain" DeathSound "LordOfHeresy/death" ActiveSound "LordOfHeresy/act" States { Spawn: LOHS AB 10 A_Look Loop See: LOHS AABBCCDD 4 A_Chase Loop Missile: LOHS E 0 A_Jump(85,5) LOHS E 0 A_Jump(128,9) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 8 A_BruisAttack Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 8) LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 0) LOHS G 8 A_Custommissile ("BaronBall", 32, 0, -8) Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -20) LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 20) LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -12) LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 12) Goto See Pain: LOHS H 5 LOHS H 5 A_Pain Goto See Death: LOHS I 8 LOHS J 8 A_Scream LOHS K 8 A_Fall LOHS LMN 8 LOHS O -1 Stop Raise: LOHS ONMLKJI 5 Goto See } } ACTOR Phantom 15004 { OBITUARY "%o was scared by a phantom" HITOBITUARY "%o was covered in ectoplasm by a phantom" Health 850 Radius 24 Height 64 Mass 1000 Speed 8 PainChance 50 RENDERSTYLE Add Alpha 0.05 BloodColor "FF FF FF" SEESOUND "baron/sight" PAINSOUND "baron/pain" DEATHSOUND "phantom/death" ACTIVESOUND "baron/active" MONSTER +FloorClip +Float +NoGravity +Ghost +VisibilityPulse +NoClip states { Spawn: PHAN AB 10 A_Look Loop See: PHAN AABBCCDD 3 A_Chase Loop Missile: PHAN E 0 A_Jump(192,8) PHAN E 0 A_Jump(64,4) PHAN EF 8 A_FaceTarget PHAN G 8 A_CustomMissile("PhantomEgg",32,0,0,0) Goto See PHAN EF 8 A_FaceTarget PHAN G 8 A_CustomMissile("GhostEgg2",32,0,0,0) Goto See PHAN EF 8 A_FaceTarget PHAN G 8 A_CustomMissile("SoulBomb",32,0,0,0) Goto See Pain: PHAN H 2 PHAN H 2 A_Pain Goto See Death: PHAN I 8 PHAN J 8 A_Scream PHAN K 8 PHAN L 8 A_NoBlocking PHAN MN 8 PHAN O -1 A_BossDeath Stop Raise: PHAN ONMLKJI 8 Goto See } } ACTOR MiniPhantom { RENDERSTYLE ADD +Float +LookAllAround +NoBlockMonst +NoGravity +Shootable +NoBlood +NoClip Health 50 Radius 10 Height 20 Speed 15 MissileType "SoulSmoke" states { Spawn: See: SPI1 AA 1 A_Chase SPI1 A 0 A_FaceTarget SPI1 A 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128) SPI1 BB 1 A_Chase SPI1 A 0 A_FaceTarget SPI1 B 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128) Loop Melee: SPI1 EFGHIJ 2 A_Die Stop Death: SPIR E 0 A_Explode SPIR E 0 A_PlaySound("phantom/explode") SPIR FGHIJ 2 Stop } } ACTOR PhantomEgg : PlasmaBall { Damage 0 SEESOUND "phantom/spirit1" DEATHSOUND NONE RENDERSTYLE NONE states { Spawn: PLSS A 5 Goto Death Death: PLSS A 1 A_SpawnItem("PhantomHatch", 1, 0, 0) Stop } } ACTOR PhantomHatch { RENDERSTYLE ADD +NOGRAVITY +NOCLIP States { Spawn: SPI1 JIHGFE 4 SPI1 A 4 A_SpawnItem("MiniPhantom", 1, 0, 0) Stop } } ACTOR GhostEgg2 : PhantomEgg { States { Spawn: PLSS A 7 Goto Death Death: Death: PLSS A 1 A_SpawnItem("GhostHatch2", 1, 0, 0) Stop } } ACTOR GhostHatch2 { RENDERSTYLE ADD +NOGRAVITY +NOCLIP States { Spawn: SPI2 JIHGFE 4 SPI2 A 4 A_SpawnItem("Ghost2", 1, 0, 0) Stop } } ACTOR Ghost2 { Health 100 Radius 16 Height 32 Mass 500 Speed 16 PainChance 50 +LookAllAround +Float +NoRadiusDMG +Shootable +NoGravity +NoIceDeath +NoBlockMonst +NoBlood +NoClip RENDERSTYLE ADD states { Spawn: See: SPI2 AABB 2 A_Chase Loop Melee: SPI2 A 4 A_FaceTarget SPI2 B 2 A_SargAttack SPI2 B 2 A_VileChase Goto See Pain: SPI2 AB 2 Goto See Death: SPI2 EFGHIJ 2 A_SpawnItem("GhostHatch", 1, 0, 0) Stop } } ACTOR SoulBomb { Radius 3 Height 3 Speed 15 Damage 6 PROJECTILE RENDERSTYLE ADD ALPHA 0.67 MissileType SoulTrail SeeSound "phantom/bomb" DeathSound "phantom/explode" States { Spawn: SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128) Loop Death: SPIR A 0 Bright SPIR B 0 Bright SPIR K 3 Bright SPIR L 3 Bright SPIR M 3 Bright SPIR N 3 Bright SPIR O 3 Bright Stop } } ACTOR SoulTrail { Radius 3 Height 3 Speed 15 PROJECTILE RENDERSTYLE ADD Alpha 0.67 +FireDamage states { Spawn: SPIR QRS 4 Goto Death Death: SPIR C 3 BRIGHT SPIR D 3 BRIGHT Stop } } ACTOR SoulSmoke { Radius 3 Height 3 Speed 15 PROJECTILE RENDERSTYLE ADD Alpha 0.67 states { Spawn: SPIR FGH 4 Goto Death Death: SPIR I 3 BRIGHT SPIR J 3 BRIGHT Stop } } ACTOR PlasmaZombie 15005 { Health 50 Radius 20 Height 56 Speed 8 PainChance 100 MONSTER +FLOORCLIP SeeSound "grunt/sight" AttackSound "grunt/attack" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" Obituary "%o got burned by a plasma zombie." DropItem Cell MissileType PlasmaBall States { Spawn: ZMAY AB 10 A_Look Loop See: ZMAY AABBCCDD 4 A_Chase Loop Missile: ZMAY E 10 A_FaceTarget ZMAY F 5 A_MissileAttack ZMAY E 5 A_FaceTarget ZMAY F 5 A_MissileAttack ZMAY E 5 A_FaceTarget ZMAY F 5 A_MissileAttack ZMAY E 5 A_FaceTarget ZMAY F 5 A_MissileAttack ZMAY E 5 A_FaceTarget ZMAY F 5 A_MissileAttack Goto See Pain: ZMAY G 3 ZMAY G 3 A_Pain Goto See Death: ZMAY H 5 ZMAY I 5 A_Scream ZMAY J 5 A_Fall ZMAY K 5 ZMAY L -1 Stop XDeath: ZMAY O 5 ZMAY P 5 A_XScream ZMAY Q 5 A_Fall ZMAY RSTU 5 ZMAY V -1 Stop Raise: ZMAY KJIH 5 Goto See } } ACTOR ProfaneOne 15006 { Health 2000 Radius 24 Height 64 Mass 1000 Speed 10 PainChance 45 Monster +FLOORCLIP +BOSS +MISSILEMORE +MISSILEEVENMORE Poisondamage 10 SeeSound "profane/sight" PainSound "baron/pain" DeathSound "profane/death" ActiveSound "baron/active" Obituary "%o is now the Profane One's trophy." HitObituary "The Profane One mauled %o." States { Spawn: BOSX AB 10 A_Look Loop See: BOSX AABB 3 A_VileChase BOSX CCDD 3 A_VileChase Loop Melee: BOSX EF 8 A_FaceTarget BOSX G 8 A_CustomMeleeAttack (10, "profane/melee", Poison) Goto See Missile: TNT1 A 0 A_FaceTarget TNT1 A 0 A_Jump(128,"Poison","Blood") Poison: BOSX EF 7 A_FaceTarget BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0) BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0) BOSX F 7 A_FaceTarget BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0) BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0) BOSX F 7 A_FaceTarget BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0) BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0) Goto See Blood: BOSX H 0 A_PlaySound("profane/vomit") BOSX H 15 A_FaceTarget BOSX H 0 A_CustomMissile ("BloodPuke", 60, 0, random(-10,10), 2, random(10,20)) BOSX H 0 A_CustomMissile ("BloodPuke", 59, 0, random(-10,10), 2, random(10,20)) BOSX H 0 A_CustomMissile ("BloodPuke", 58, 0, random(-10,10), 2, random(10,20)) BOSX H 0 A_CustomMissile ("BloodPuke", 59, 0, random(-10,10), 2, random(10,20)) BOSX H 0 A_CustomMissile ("BloodPuke", 60, 0, random(-10,10), 2, random(10,20)) Goto See Pain: BOSX H 2 BOSX H 2 A_Pain Goto See Heal: BOSX HH 10 Goto See Death: BOSX I 8 A_Scream BOSX J 8 A_PlaySound("profane/die") BOSX K 8 BOSX L 8 A_NoBlocking BOSX MN 8 A_Mushroom ("BloodPuke", 10) BOSX O -1 A_BossDeath Stop Raise: BOSX O 8 BOSX NMLKJI 8 Goto See } } actor PoisonBall : CStaffMissile { radius 3 height 3 damage 10 speed 20 Renderstyle Add Alpha 0.90 Poisondamage 10 Damagetype PoisonCloud seesound "profane/poison" deathsound "profane/poisondie" PROJECTILE +EXPLODEONWATER states { Spawn: FVN1 A 1 A_BishopMissileWeave FVN1 A 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10) FVN1 B 1 A_BishopMissileWeave FVN1 B 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10) FVN1 C 1 A_BishopMissileWeave FVN1 C 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10) FVN1 D 1 A_BishopMissileWeave FVN1 D 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10) loop Death: FVN1 EFGHIJ 4 stop } } actor BloodPuke { radius 4 height 4 damage 7 speed 20 Scale 0.80 deathsound "profane/blood" PROJECTILE +EXTREMEDEATH -NOGRAVITY states { Spawn: FGOR ABCDEF 3 bright A_SpawnItemEx ("Blood",0,0,0,0,0,0,0,0,10) loop Death: FGOR GHIJ 5 bright stop } } ACTOR Poisontrail { Radius 0 Height 1 PROJECTILE RENDERSTYLE ADD ALPHA 0.80 States { Spawn: NULL A 1 Bright SSFX ABCDEFG 2 Bright Stop } } Actor QuadShotgunZombie 15008 { Health 180 Radius 20 Height 56 Mass 100 Speed 8 PainChance 60 Monster +FloorClip SeeSound "ShotGuy/Sight" PainSound "ShotGuy/Pain" DeathSound "ShotGuy/Death" ActiveSound "ShotGuy/Active" Obituary "%o was smeared by a Quad-Shotgun Zombie" DropItem "Shells" States { Spawn: QSZM AAAAAAAAAABBBBBBBBBB 1 A_Look Loop See: QSZM AABBCCDD 3 A_Chase Loop Missile: QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 1, "SingleShot") QSZM E 0 A_Jump(64, "QuadShot") Goto SingleShot SingleShot: QSZM EE 5 A_FaceTarget QSZM F 0 Bright A_PlayWeaponSound("QuadShotgunZombie/SingleFire") QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 1) QSZM F 4 Bright A_CustomBulletAttack(6, 0, 7, 2, "Bulletpuff") QSZM E 6 A_FaceTarget QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 4, "Reload") QSZM E 0 A_Jump(96, "SingleShot") QSZM EE 6 A_FaceTarget Goto See QuadShot: QSZM E 0 A_JumpIfCloser(384, 1) Goto SingleShot QSZM EEE 5 A_FaceTarget QSZM F 0 Bright A_PlayWeaponSound("QuadShotgunZombie/QuadFire") QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 4) QSZM F 4 Bright A_CustomBulletAttack(11, 11, 32, 3.5, "Bulletpuff") QSZM EE 6 A_FaceTarget Goto Reload Reload: QSZM E 0 A_ChangeFlag("NoPain", 1) QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload1", "SoundSlot7", 0) QSZM E 0 A_TakeInventory("QuadShotgunZombieCounter", 1) QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload2", "SoundSlot6", 0) QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 1, 1) Goto Reload+6 QSZM E 0 Goto Reload+2 QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload3", "SoundSlot7", 0) QSZM E 0 A_ChangeFlag("NoPain", 0) Goto See Pain: QSZM G 3 QSZM G 3 A_Pain Goto See Death: QSZM H 8 QSZM I 8 A_Scream QSZM J 8 A_NoBlocking QSZM K 8 QSZM L -1 Stop XDeath: QSZM M 5 QSZM N 5 A_XScream QSZM O 5 A_NoBlocking QSZM PQRST 5 QSZM U -1 Stop Raise: QSZM L 5 QSZM KJIH 5 Goto See } } Actor QuadShotgunZombieCounter : Inventory { Inventory.MaxAmount 4 } ACTOR RapidFireTrooper 15009 { //$Category Monsters Health 32 Radius 20 Height 56 Speed 8 PainChance 200 MONSTER +FLOORCLIP DropItem Clip SeeSound "grunt/sight" AttackSound "grunt/attack" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" Obituary "%o was surprised by the zombie's weaponry." Decal BulletChip States { Spawn: RFTR AB 10 A_Look Loop See: RFTR AABBCCDD 4 A_Chase Loop Missile: RFTR E 10 A_FaceTarget RFTR F 5 Bright A_PosAttack RFTR E 5 A_CPosRefire Goto Missile+1 Pain: RFTR G 3 RFTR G 3 A_Pain Goto See Death: RFTR H 5 RFTR I 5 A_Scream RFTR J 5 A_Fall RFTR K 5 RFTR L -1 Stop XDeath: RFTR M 5 RFTR N 5 A_XScream RFTR N 5 RFTR P 5 A_Fall RFTR QRST 5 RFTR U -1 Stop Raise: RFTR KJ 5 RFTR IH 5 Goto See } } ACTOR XimRocketGuy 15010 { health 100 obituary "%o was 'sploded by a rocketlauncher." radius 20 height 56 mass 100 speed 8 painchance 170 seesound "shotguy/sight" attacksound "shotguy/attack" painsound "shotguy/pain" deathsound "shotguy/death" activesound "shotguy/active" dropitem "RocketLauncher" 256 MONSTER +FLOORCLIP States { Spawn: MPO2 AB 10 A_Look Loop See: MPO2 AABBCCDD 3 A_Chase Loop Missile: MPO2 E 10 A_FaceTarget MPO2 F 10 bright A_CyberAttack MPO2 E 10 Goto See Pain: MPO2 G 2 MPO2 G 2 A_Pain Goto See Death: MPO2 H 5 MPO2 I 5 A_Scream MPO2 J 5 MPO2 K 5 A_Fall MPO2 L -1 Stop XDeath: MPO2 M 5 MPO2 N 5 A_XScream MPO2 O 5 MPO2 P 5 A_Fall MPO2 QRST 5 MPO2 U -1 Stop Raise: MPO2 MJKJI 5 Goto See } } ACTOR SpiritImp 15011 { Health 150 Radius 20 Height 56 Mass 120 Speed 8 BloodType None MONSTER RENDERSTYLE add Alpha 0.7 +FloorClip +NoBloodDecals SEESOUND "SpiritImp/Sight" DEATHSOUND "SpiritImp/Death" ACTIVESOUND "SpiritImp/Active" HITOBITUARY "%o was chilled by the touch of a spirit imp" OBITUARY "%o was chilled by a spirit imp" states { Spawn: SPIP AB 10 A_Look Loop See: SPIP A 0 A_CustomMissile("OrbitSpirit", 28, 0, 90) SPIP A 0 A_CustomMissile("OrbitSpirit2", 28, 0, -90) SPIP AABBCCDD 3 A_Chase Goto See+2 Melee: Missile: SPIP EFG 4 A_FaceTarget SPIP HIJK 5 A_FaceTarget SPIP L 6 A_CustomComboAttack ("SpiritImpBall", 28, 5, "Imp/Melee") SPIP M 10 Goto See +2 Pain: SPIP N 3 SPIP N 3 A_Pain Goto See +2 Death: SPIP O 7 A_Scream SPIP PQR 7 SPIP S 6 A_SpawnItemEx("SpiritImpGhost1", 0, 0, 32, 0, 0, 0, 0, 128) SPIP T 5 A_Fall SPIP U 5 A_SpawnItem("SpiritImpGhost") SPIP V 5 A_NoBlocking SPIP W 3 A_FadeOut(0.015) Goto Death+8 } } actor SpiritImpBall { Radius 8 Height 6 Scale 0.4 Speed 9 Damage 2 +SEEKERMISSILE PROJECTILE Renderstyle ADD SeeSound "harvester/scream" DeathSound "imp/shotx" Decal DoomImpScorch States { Spawn: SIBA A 0 A_SpawnItemEx("SpiritImpBallTrail", 0, 0, 0, 0, 0, 0, 0, 180) SIBA AB 2 A_SeekerMissile (10,20) Loop Death: SIBA CDEFGHIJKL 4 Stop } } actor SpiritImpBallTrail { Radius 1 Height 1 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.5 +NOCLIP States { Spawn: Death: SITR H 6 SITR ABCDEFG 4 Stop } } actor OrbitSpirit : SpiritImpBall { SeeSound "" +NOCLIP Scale 0.4 Alpha 0.1 Speed 3 MissileHeight 0 States { Spawn: SIBA AABB 1 SIBA A 3 A_CustomMissile("OrbitSpirit", 0, 0, 75) Stop Death: SIBA A 2 A_FadeOut(0.015) loop } } actor OrbitSpirit2 : OrbitSpirit { Speed 10 MissileHeight 0 States { Spawn: SIBA AABB 1 SIBA A 0 A_CustomMissile("OrbitSpirit", 0, 0, -75) stop Death: SIBA A 2 A_FadeOut(0.015) loop } } actor SpiritImpGhost1 { Radius 1 Height 1 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.7 +NOCLIP SeeSound "harvester/ghost" States { Spawn: Death: SIGH A 0 SIGH A 0 A_PlaySound("harvester/ghost") SIGH ABCDEFG 4 Stop } } Actor SpiritImpGhost { Radius 20 Height 56 Mass 120 Speed 8 renderstyle add alpha 0.2 +NOTELEPORT +FLOORCLIP -SOLID -SHOOTABLE +NONSHOOTABLE +LOOKALLAROUND States { Spawn: SPIP AABB 6 A_Look SPIP A 0 A_FadeOut(0.005) Loop See: SPIP AABBCCDD 3 A_VileChase SPIP A 0 A_FadeOut(0.005) Loop Death: TNT1 A 1 Stop Heal: TNT1 A 1 Goto Death } } ACTOR SuperImp : DoomImp 15012 { PainChance 50 Obituary "%o was shocked by the imp's superior firepower." States { Melee: Missile: IMP3 A 8 A_FaceTarget IMP3 B 8 A_FaceTarget TROO G 8 A_BruisAttack Goto See } } actor UnmakerGuy 15013 { spawnid 4 obituary "%o was unmade by a zombie." health 60 radius 20 height 56 mass 100 speed 8 painchance 170 attacksound "zombie/unmaker" seesound "grunt/sight" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" Decal BloodSplat MONSTER +FLOORCLIP +EXTREMEDEATH states { Spawn: ZUNM AB 10 A_Look loop See: ZUNM AABBCCDD 2 A_Chase loop Missile: ZUNM E 0 A_Jump(50,"Missile2") ZUNM E 10 A_FaceTarget ZUNM F 10 A_CustomBulletAttack(2,2,1,30,"BloodyPuff") ZUNM E 10 goto See Missile2: ZUNM E 10 A_FaceTarget ZUNM E 0 A_PlaySound("zombie/unpower") ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"FF 00 00",0,0) ZUNM E 0 A_PlaySound("zombie/unpower") ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"CC 00 00",0,0) ZUNM E 0 A_PlaySound("zombie/unpower") ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"99 00 00",0,0) ZUNM E 0 A_PlaySound("zombie/unpower") ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"55 00 00",0,0) ZUNM E 0 A_PlaySound("zombie/unpower") ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"33 00 00",0,0) ZUNM E 10 A_SentinelRefire goto Missile2+1 Pain: ZUNM G 3 ZUNM G 3 A_Pain goto See Death: ZUNM H 5 ZUNM I 5 A_Scream ZUNM J 5 A_NoBlocking ZUNM K 5 ZUNM L 5 ZUNM M 5 ZUNM N -1 stop XDeath: ZUNM O 5 ZUNM P 5 A_XScream ZUNM Q 5 A_NoBlocking ZUNM RSTUV 5 ZUNM W -1 Raise: ZUNM KJIH 5 goto See } } ACTOR BloodyPuff { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS +EXTREMEDEATH States { Spawn: Crash: DBLD A 4 BRIGHT DBLD BCD 4 Stop } } 0 Share this post Link to post
4mer Posted October 10, 2010 It would have been better to post a link. Anyway I can't see anything fatally wrong with the script, there is a problem with the Phantom (GhostHatch missing which maybe should be GhostHatch2) but you can change that if you want. Here is a link to your decorate script in a wad with the monsters and a test map. It worked OK for me on GZDoom 1500 apart from the spirit imp whose main graphic seemed all messed up for some reason. Try this and see if it works. 0 Share this post Link to post
D_GARG Posted October 10, 2010 4mer said:It would have been better to post a link. Anyway I can't see anything fatally wrong with the script, there is a problem with the Phantom (GhostHatch missing which maybe should be GhostHatch2) but you can change that if you want. Here is a link to your decorate script in a wad with the monsters and a test map. It worked OK for me on GZDoom 1500 apart from the spirit imp whose main graphic seemed all messed up for some reason. Try this and see if it works. did you modify the code at all? and could some other files cause this problem? can any markers mess up? 0 Share this post Link to post
4mer Posted October 10, 2010 The DECORATE in Monsters.wad is the same as what you posted here, the code has not been modified. Are you still getting an error? 0 Share this post Link to post
D_GARG Posted October 11, 2010 4mer said:The DECORATE in Monsters.wad is the same as what you posted here, the code has not been modified. Are you still getting an error? my wad file still get problems, inside that wad I also have map files, nad the file still get error, have tried the linked files you made and trhey work, apart from at I cantr run both wad files at the same time so I try merging them. WARNING! I use XWE as editor. isnt is possible that the problem could be outside the script? even if the engine says tat it is the script? 0 Share this post Link to post
4mer Posted October 11, 2010 The problem was that you had two DECORATE lumps in the wad. The second DECORATE was causing the problem, line 1 was: ACTOR Vampire 90014 0 Share this post Link to post